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Please read the current update for instructions on downloading the latest update. Players with Mac versions of the game will not be affected, but you will have a slightly longer wait for your version of the new maps. Please make a copy of your character folder before running the new update, just to make sure you don't lose any of your custom work.

It looks like we can give everyone a list of minimum specs for running City of Titans. Please keep in mind that this is 'for now' until we are able to add more graphics and other system refinements. Currently you will need :
Windows 10 or later required; no Intel integrated graphics like UHD, must have AMD or NVIDIA card or discrete chipset with 4Gb or more of VRAM
At least 16GB of main DRAM.
These stats may change as we continue to test.

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Give Us Some Idea What To Expect.

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TheMightyPaladin
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Give Us Some Idea What To Expect.

I've been reading these forums for a while and it's kind of frustrating.
I'm not sure what the game is eventually going to be like so it's difficult to offer suggestions.
My only frame of reference is City of Heroes
It's clear that there will be some similarities but it's not clear just how much.
At this point you should be able to give a peek at how character creation and advancement are going to work and that would really help us to make more relevant and useful suggestions.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Empyrean
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Frustration like this has

Frustration like this has been popping up here and there on the forums, and I really think it mostly comes from not understanding that CoT is at a point in the development process where most studios would have at most released a name, and MAYBE and a logo and an approximate release date. Probably not even that. Just as one example, the "Titan" mmo that Blizzard--Blizzard, mind you--probably started developing around 2007 (no one is even sure) was virtually only a rumor till it was officially cancelled this year. And they had developed enough that they took what they had and made a MOBA out of it.

MWM didn't have that option because they had to Kickstart for the money very early on--but that doesn't mean that they're any further along than any other studio would be this early. Which means, if they're doing their job right and doing first-things-first, there isn't much to show right now that anyone would want to look at. And that not much is set in stone. Yet they're sharing what they can, and if it's not enough to satisfy, what should they do? Stop actually developing the game properly and focus on making us eye candy? Or set things in stone to tell us about now when it's too early for that to be a good idea to do? I guess they could just make stuff up.

I fully understand--feel--the eagerness and frustration, but while those emotions are strong, we have to be rational too. We were let in VERY early in the process, so we have some waiting to do. That's just how it is.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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i fully agree with empyrean.

i fully agree with empyrean.
people have to understand that we were basically involved from day one, which is almost unheard of in the games industry so even though it may seem like the game is in advanced point it's still really in the early development stages
we just have to be patient, the good folks at mwm do a wonderful job of letting us in on the game formation.

keep in mind that this is my personal opinion of the game's state and in no way do i have any more knowledge than any of you :)

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The game just exited pre

The game just exited pre-production as of the end of October I believe....

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

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Empyrean wrote:
Empyrean wrote:

Frustration like this has been popping up here and there on the forums, and I really think it mostly comes from not understanding that CoT is at a point in the development process where most studios would have at most released a name, and MAYBE and a logo and an approximate release date. Probably not even that. Just as one example, the "Titan" mmo that Blizzard--Blizzard, mind you--probably started developing around 2007 (no one is even sure) was virtually only a rumor till it was officially cancelled this year. And they had developed enough that they took what they had and made a MOBA out of it.
MWM didn't have that option because they had to Kickstart for the money very early on--but that doesn't mean that they're any further along than any other studio would be this early. Which means, if they're doing their job right and doing first-things-first, there isn't much to show right now that anyone would want to look at. And that not much is set in stone. Yet they're sharing what they can, and if it's not enough to satisfy, what should they do? Stop actually developing the game properly and focus on making us eye candy? Or set things in stone to tell us about now when it's too early for that to be a good idea to do? I guess they could just make stuff up.
I fully understand--feel--the eagerness and frustration, but while those emotions are strong, we have to be rational too. We were let in VERY early in the process, so we have some waiting to do. That's just how it is.

or stop make mmo and make CoT out MOBA

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If you're looking for what's

If you're looking for what's been "congealed" (very little seems to be set in stone yet) on gameplay and systems, look forward to the next major website update. Doctor Tyche mentioned that they plan to roll out some details in that fashion. Not sure yet of the release date or the format it will take (wiki?), but that's what he said when I asked a similar question last week in one of the Kickstarter update topics.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

My only frame of reference is City of Heroes
It's clear that there will be some similarities but it's not clear just how much.

Seems to me that this is a whole lot of idea of what to expect. Furthermore, I've yet to feel that my suggestions or feedback were irrelevant or useless.

Also, what Empyrean said.

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TheMightyPaladin
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Darth Fez wrote:
Darth Fez wrote:

< I've yet to feel that my suggestions or feedback were irrelevant or useless.

I have been made to feel that way.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Tannim222
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Darth Fez wrote:
< I've yet to feel that my suggestions or feedback were irrelevant or useless.

I have been made to feel that way.

I'm sorry you feel that way. Really.

Understand that we have quite a lot of idea discussion under our belt, directions we've decided upon, and systems to design within the engine.

I don't make decisions on what info to give out when. but there is method to that madness even if it is maddening ;)

We can't comment on every idea (there's no way to keep up!), but that doesn't mean we aren't paying attention. I personally have copied, logged, and tracked plenty of threads both with and without commenting on every nuiance of an idea or concept.

Sometimes an idea may sound good on the surface, but in considering what is behind the curtain, it won't mesh, but because we can't reveal yet what's behind the curtain, we can't outright say "no way". Sometimes an idea is good, but what's behind the curtain is at barebones and there's no way of knowing if it will mesh well, but we can keep it in mind.

Sometimes an idea lines up with something we've already decided upon but we aren't prepared to reveal it.

Sometimes an idea is really good and we like it, but can't guarantee its implementation at this time in development. Yet even commenting on such can result in setting up false expectations.

And yes, sometims an idea may sound good on the surface, but once the layers are peeled back, it really isn't. It happens. Ive been there myself, even as a "dev" when discussing concepts with other devs. I take this not as a slight, but as an opportunity to learn and move on.

Keep posting, please bear with us as we trickle out details on the game. Right now things move slowly on the surface, but that's because there's a lot going on fathoms down and it won't bubble up right away.

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Consultant
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I'm sympathetic to the OP,

I'm sympathetic to the OP, but I get the point -- we have to wait and we will be better off if we can wait patiently. It is really very early in development.

Also, for the devs to reveal details of gameplay is very hard -- gameplay depends on almost everything else working as planned. It is hard for the devs to know at this point. That's one of the drivers behind Momentum -- creating a "tuning tool" for the devs to allow the game to turn out well if there are unexpected consequences of decisions they've made, or will make.

But what I would like to hear from the devs is more philosophical. For example, do the devs think that they would like to see a player take about the same amount of playing time to elevate a character from level 1 to level 30 as was required in COH? More? Less? Leaving aside exploits and other craziness, if we are just playing the game, and having fun, will the pacing be about the same, as it is currently envisioned?

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Consultant wrote:
Consultant wrote:

... But what I would like to hear from the devs is more philosophical. For example, do the devs think that they would like to see a player take about the same amount of playing time to elevate a character from level 1 to level 30 as was required in COH? More? Less? Leaving aside exploits and other craziness, if we are just playing the game, and having fun, will the pacing be about the same, as it is currently envisioned?

Old post [url=http://cityoftitans.com/comment/68794#comment-68794]here[/url].

but i still think the level up easing should be closer to:

[img]http://i.imgur.com/Nr1hgwH.png[/img]
;)

TheMightyPaladin
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Consultant wrote:
Consultant wrote:

It is really very early in development.

I keep getting conflicting comments on this point.
There's a thread on the forum reminding us that we're halfway to the set release date ant that we need to start scaling back our expectations. but on a number of threads we're told it's too early in development to be sure about anything.

I understand growing pains. I'm too big for Teletubbies but not old enough for spring break (I'm actually old) but dang it I just want to know where we ARE and have some idea where we're going, so I have some Idea what to look forward to and what it's still reasonable to hope for, or suggest.

Also I'd like to have more of an idea what the game you're working toward is so I can tell if it's even worth my time contributing. All I really know is that it's based on City of Heroes and honestly that gets me interested but it could also be bad. There were things in that game that I didn't like. What if the developers have decided that the best thing in COH was Taskforces and PVP. If that's what they want to emphasize them I'm out.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
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Tannim222
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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Consultant wrote:
It is really very early in development.

I keep getting conflicting comments on this point.
There's a thread on the forum reminding us that we're halfway to the set release date ant that we need to start scaling back our expectations. but on a number of threads we're told it's too early in development to be sure about anything.
I understand growing pains. I'm too big for Teletubbies but not old enough for spring break (I'm actually old) but dang it I just want to know where we ARE and have some idea where we're going, so I have some Idea what to look forward to and what it's still reasonable to hope for, or suggest.
Also I'd like to have more of an idea what the game you're working toward is so I can tell if it's even worth my time contributing. All I really know is that it's based on City of Heroes and honestly that gets me interested but it could also be bad. There were things in that game that I didn't like. What if the developers have decided that the best thing in COH was Taskforces and PVP. If that's what they want to emphasize them I'm out.

It is still early in development. But once certain snow balls get rolling down the moutainside, they'll become boulders. In other words, once certain systems are in place and working as required, development will move along quickly.

And we won't be focusing on pvp and task forces. Though we hope to make PvP better than it was in CoH.
One of the things we've done extensively is noted the problems we, as players, perceived within CoX, and then tracked multiple threads over the past couple of years from multiple sites and noted when our experiencs matched up, and when other common issues came up that we either missed or didn't fully annotate. Then we asked ourselves - how do we go about avoiding this pitfall or address this problem?

We did the same for all those things that worked well. Then we asked ourselves "is there any way we can improve upon this?"

Much of the emphasis we place is on the player's experience. We've taken the idea of how players can create diverse character appearance in the costume creator and add this functionality to powers - power customization becomes like the costume creator in of itself essentially. Expand this further into game play where player's actions determines their characer alignment, determines their reputation with certain factions, in who or what might be considered a "contact" for a mission and altogether each run through as a character can be a slightly different experience even if there is a repeated mission - the context may have changed for why the character is there compared to the first. Your character's story through the game becomes more customizable by the player's decisions for their character - much like creating the costume and powers was customizable.

We aim to support multiple types of play. Where a player can solo through the game, or teams made up of any combination of classification can complete content. Some Specs may solo better than others, and some team combos may be more efficient than others, but we want to make it possible. A world where PvP occurs, and at the same time is completely avoidable (not seen or heard) if that's desired. Where there are, on occaision larger, more difficult stories to traverse (like task forces), local district and even larger open world events, and raid style events (eventually). And even if we get to the raid style content, they aren't intended to be a requirement for progress where players are funnelled through, but provide an alternative experience of play for instanced-combtinations of multi-teams.

And yes, we realize that's a lot to pull off. Which is why we are starting off small and everything we make has to be modular so we can build upon it without having to rebuild if we can avoid it.

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Tannim222 wrote:
Tannim222 wrote:

stuff...
...And yes, we realize that's a lot to pull off. Which is why we are starting off small and everything we make has to be modular so we can build upon it without having to rebuild if we can avoid it.

And if THAT post doesn't metaphorically get whatever set of genitals you happen to be equipped with at least somewhat revved up as an ex-CoH player, you might be dead, Paladin :P.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

TheMightyPaladin
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Well, all of this sounds

Well, all of this sounds great and will keep my interest.
Hail whoever beard is.

http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber

Empyrean
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http://cityoftitans.com/forum

http://cityoftitans.com/forum/beards-plan-has-been-leaked

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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There are a lot of people

There are a lot of people that are very excited for this. As such, there are a lot of "ideas" that people want to try to throw around and get implemented into the game. I have tried to be a voice that is more pragmatic and pushes for just a simple, basic start to the game. I am not against a lot of bells and whistles being implemented in the game, I just want it to start out basic and simple so it can then be built upon. This way we at least have SOMETHING. I worry sometimes, and it may all just be in my head, that too many "ideas" being thrown around are distracting the developers, or at least making them occasionally backtrack on some of the things they are working on to try to fit some of these "ideas" in for launch. To me, and again I may be wrong, I would think people would wait for the game to come out first before suggesting things on how to improve it. Right now, we have no idea what the game is going to look like and how it will play. I feel we should all just wait patiently for the game to enter the Beta stage where people can jump in, give it a try, figure out the kinks, and then suggest what to do to improve the game. Maybe I'm just a rare breed though. (shrugs)

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oOStaticOo wrote:
oOStaticOo wrote:

There are a lot of people that are very excited for this. As such, there are a lot of "ideas" that people want to try to throw around and get implemented into the game. I have tried to be a voice that is more pragmatic and pushes for just a simple, basic start to the game. I am not against a lot of bells and whistles being implemented in the game, I just want it to start out basic and simple so it can then be built upon. This way we at least have SOMETHING. I worry sometimes, and it may all just be in my head, that too many "ideas" being thrown around are distracting the developers, or at least making them occasionally backtrack on some of the things they are working on to try to fit some of these "ideas" in for launch. To me, and again I may be wrong, I would think people would wait for the game to come out first before suggesting things on how to improve it. Right now, we have no idea what the game is going to look like and how it will play. I feel we should all just wait patiently for the game to enter the Beta stage where people can jump in, give it a try, figure out the kinks, and then suggest what to do to improve the game. Maybe I'm just a rare breed though. (shrugs)

+1.

But, you have to be careful with the statement "... , I just want it to start out basic and simple so it can be built upon." Different people might interpret this differently. Depending on life experience, a few might disagree.. if they are the pragmatic type. ;)

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Izzy, I like your curve and

Izzy, I like your curve and agree with it.

But that curve could true for 100 hours of game play to reach level 30 or for 1,000 hours.

My question was simple; are we staying with a leveling period pretty similar to COH, or are we going longer or shorter? Frankly I'm going to play COT no matter what the answer, but i am curious. And as a matter of philosophical intent, not proven mathematics, I thought the Devs could answer. :)

I haven't even asked my question about Patrol Experience yet...are we getting something like that again (I loved it)?

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I think the question about

I think the question about leveling period (once answered) will only scratch the surface of what I think you're after - does character progression (via leveling) have a CoH feel to it?

That's going to depend greatly on the growth in power of our characters relative to where they started and relative to the enemies. In some ways it may feel smooth, in others there may be step-function gains, or even an occasional sense of losing ground...CoH had all three. To figure out CoT's approach, we'd either need access to playtest, some sort of "Mids Planner" for CoT, or at a minimum hear the "philosophical stance" of the dev team.

In CoH, many factors played into it:
- how much more powerful are powers picked from higher tiers (1->9) and at what levels do they unlock
- at what levels you gain powers / slots, and how many
- what recharge & activation times are used, thus when can combat "flow" effectively (varies by powerset), setting an upper limit on power output
- when can higher quality enhancements be slotted and how effective they are (training/DO/SO/IO)
- what are the level-scaling values for inherent stats such as HP/End/MoveSpeed for both players and enemies
- when do enemies "level up" in the sense of expanding their available power list and AI complexity
- does the content add more difficulty (larger spawns, more ambushes, environmental hazards, appearance of higher ranks (e.g. elite bosses)) at certain level ranges
- at certain level ranges, does this higher-difficulty content begin to dominate the mix of what is available, or offer rewards that are needed to progress efficiently
- etc.

I don't know if MWM has an internal "City of Data / Mids" yet, or how far along its development is...however, it seems a necessary companion to the design of the combat engine. I wouldn't relish the task of keeping it all in line without at least some preliminary numbers from the list above, as a sort of mental "Are we missing anything?" check and first stage of balancing. Obviously, I'm quite curious on the topic...

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Consultant wrote:
Consultant wrote:

Izzy, I like your curve and agree with it.
But that curve could true for 100 hours of game play to reach level 30 or for 1,000 hours.
My question was simple; are we staying with a leveling period pretty similar to COH, or are we going longer or shorter? Frankly I'm going to play COT no matter what the answer, but i am curious. And as a matter of philosophical intent, not proven mathematics, I thought the Devs could answer. :)
I haven't even asked my question about Patrol Experience yet...are we getting something like that again (I loved it)?

Well I just got a pretty interesting answer about something else here: http://cityoftitans.com/forum/framework-non-combat-talents

But from how Tannim explained some of the extra methods of progress (all subject to change, of course), we can look forward to some variety to the mission formula, at least a little (understatement). But if the supplementary combat powers described allows you to gain progress through mission rewards and bonuses through their achievement system and other systems that have yet to be described!

I'd assume that, whatever CoT exp curve is going to be like, it's probably going to take longer than CoX but the good thing is there will be variety in missions! I'd also assume there are going to be extra methods of gaining exp along with the basic mission rewards.

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I would GUESS that the exp

I would GUESS that the exp curve will be relatively slow at first because at first there won't be tons of content and they'll need us not to blow through it all in a day or two even with alts. Then, as there's more and more content, they'll be able to ease up and make it a little easier to level.

Just a guess, and I could be totally wrong, but this is how CoH was and seems not uncommon in brand new games that haven't had time to build up content yet. And it doesn't bother me because, especially when CoT is new, I'll want to take my time and stop and smell the roses as I level.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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All right, with Valiance

All right, with Valiance Online in pre-Alpha (and I've been on and it's unexpectedly like COH and fun -- that said, I think COT will be more creative and wonderful and individual), I came by to check on progress.

I've read several threads, however, I don't have any kind of notion where we stand, and I don't see any hard and fast/quick and dirty/any KIND of dates. I understand about volunteers, I understand about being in at the beginning, I understand about odd problems coming up at odd times . . . but still I'd like even a pie in the sky type date, particularly for the Character Creator which, I believe at the time of the Kickstarter, was going to be a separate program bit released much earlier than the game. As I recall, they'd thought it would be out a year from the Kickstarter. Even a general "quarterly" type date would be good: something like "don't think of Winter Solstice but Spring Equinox or Summer Solstice might be doable."

Are we looking at 3 months for the first bit or 6 months, or is the Character Creator so integral to the game that it can't be broken out?

Thank you all for what you are doing, I like the lore updates, but I feel blind about when I should expect anything else (not to mention trying to figure out a budget that I can insert COT into).

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I wish I had dates to post

I wish I had dates to post officially Risha, but at this juncture I. Development it's still premature. I can say we have completed our pre-development cycle and are getting into the down and dirty stuff of design. The Avatar Creator is still planned for release prior to the game itself, without giving an exact timeframe I would eyeball the 2015 calendar year to be a watch for stuff happening kind of thing.

Some things should be noted: VO started by a company that was established and switched work from another product to begin VO. They are using an established engine. We are rooting for their success as much as our own.

We not only switched engines but are working with an engine that is still in development. I must say Epic is great to work with. Work is getting done and as I've pointed out earlier ip thread, once the ball gets rolling it'll get noticeable quick.

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Tannim, you guys just stay

Tannim, you guys just stay steady.

It's clear that MWM is building the future of the genre. The Next Gen successor.

We'll be there once you've built it.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

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Risha wrote:
Risha wrote:

All right, with Valiance Online in pre-Alpha (and I've been on and it's unexpectedly like COH and fun -- that said, I think COT will be more creative and wonderful and individual), I came by to check on progress.
I've read several threads, however, I don't have any kind of notion where we stand, and I don't see any hard and fast/quick and dirty/any KIND of dates. I understand about volunteers, I understand about being in at the beginning, I understand about odd problems coming up at odd times . . . but still I'd like even a pie in the sky type date, particularly for the Character Creator which, I believe at the time of the Kickstarter, was going to be a separate program bit released much earlier than the game. As I recall, they'd thought it would be out a year from the Kickstarter. Even a general "quarterly" type date would be good: something like "don't think of Winter Solstice but Spring Equinox or Summer Solstice might be doable."
Are we looking at 3 months for the first bit or 6 months, or is the Character Creator so integral to the game that it can't be broken out?
Thank you all for what you are doing, I like the lore updates, but I feel blind about when I should expect anything else (not to mention trying to figure out a budget that I can insert COT into).

The issue with the character creator comes down to the engine switch. Not all systems which our design relied upon were ready in UE4, but enough were and the capabilities it did offer were such an improvement to make the transition worth the effort, and then waiting on the few remaining lagging bits to be debugged. We could work around them, but would then have a less capable final design, and I don't think anybody would like that. We could fake it for screenshots or such, but that would not be right.

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revolution
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As for VO being ahead, it

As for VO being ahead, it would be a very surprising thing if they did not launch first. They are way ahead of the curve build wise and had a cohesive company from the get go. In a way it is very brave of them to be in that first out of the gate position. Everyone wants a great game that is in some way comparable to their experience in CoX. That experience is both daunting and what drives all of our (we being MWM, VO, APR and H&V) decisions as well as the entire philosophy of our games. We have all aimed high at a very high mark. It may take every successor longer than we really want it to, but we are all committed to the end games being something exciting and worthy of the community that gave them reason to exist.

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TheMightyPaladin wrote:
TheMightyPaladin wrote:

Consultant wrote:
It is really very early in development.

I keep getting conflicting comments on this point.

Suffice to say that the legal issues aside, this should play very close to what CoH/CoV did, and beyond. If you have played CoH before, and I presume you have from your opening statements, then CoT will be shining child of that game. In my humble, but experienced opinion that is.

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